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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <TestFramework.h>
- #include <Tests/General/ManifoldReductionTest.h>
- #include <Math/Perlin.h>
- #include <Jolt/Physics/Collision/Shape/BoxShape.h>
- #include <Jolt/Physics/Collision/Shape/MeshShape.h>
- #include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
- #include <Jolt/Physics/Collision/Shape/ScaledShape.h>
- #include <Jolt/Physics/Collision/PhysicsMaterialSimple.h>
- #include <Jolt/Physics/Body/BodyCreationSettings.h>
- #include <Layers.h>
- JPH_IMPLEMENT_RTTI_VIRTUAL(ManifoldReductionTest)
- {
- JPH_ADD_BASE_CLASS(ManifoldReductionTest, Test)
- }
- void ManifoldReductionTest::Initialize()
- {
- constexpr float cPerturbance = 0.02f;
- // Create mesh of regular grid of triangles
- TriangleList triangles;
- for (int x = -10; x < 10; ++x)
- for (int z = -10; z < 10; ++z)
- {
- float x1 = 0.1f * x;
- float z1 = 0.1f * z;
- float x2 = x1 + 0.1f;
- float z2 = z1 + 0.1f;
- Float3 v1 = Float3(x1, cPerturbance * PerlinNoise3(x1, 0, z1, 256, 256, 256), z1);
- Float3 v2 = Float3(x2, cPerturbance * PerlinNoise3(x2, 0, z1, 256, 256, 256), z1);
- Float3 v3 = Float3(x1, cPerturbance * PerlinNoise3(x1, 0, z2, 256, 256, 256), z2);
- Float3 v4 = Float3(x2, cPerturbance * PerlinNoise3(x2, 0, z2, 256, 256, 256), z2);
- triangles.push_back(Triangle(v1, v3, v4, 0));
- triangles.push_back(Triangle(v1, v4, v2, 0));
- }
- PhysicsMaterialList materials;
- materials.push_back(new PhysicsMaterialSimple());
- Ref<ShapeSettings> mesh_shape = new MeshShapeSettings(triangles, std::move(materials));
- // Floor
- Body &floor = *mBodyInterface->CreateBody(BodyCreationSettings(new ScaledShapeSettings(mesh_shape, Vec3::sReplicate(20)), RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(floor.GetID(), EActivation::DontActivate);
- // Create a box made of meshes
- Ref<StaticCompoundShapeSettings> mesh_box_shape = new StaticCompoundShapeSettings;
- mesh_box_shape->AddShape(Vec3(0, -1, 0), Quat::sRotation(Vec3::sAxisX(), JPH_PI), mesh_shape);
- mesh_box_shape->AddShape(Vec3(0, 1, 0), Quat::sIdentity(), mesh_shape);
- mesh_box_shape->AddShape(Vec3(-1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), 0.5f * JPH_PI), mesh_shape);
- mesh_box_shape->AddShape(Vec3(1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), -0.5f * JPH_PI), mesh_shape);
- mesh_box_shape->AddShape(Vec3(0, 0, -1), Quat::sRotation(Vec3::sAxisX(), -0.5f * JPH_PI), mesh_shape);
- mesh_box_shape->AddShape(Vec3(0, 0, 1), Quat::sRotation(Vec3::sAxisX(), 0.5f * JPH_PI), mesh_shape);
- // A convex box
- RefConst<ShapeSettings> box_shape = new BoxShapeSettings(Vec3(1, 1, 1), 0.0f);
- {
- // Create a compound of 3 mesh boxes
- Ref<StaticCompoundShapeSettings> three_mesh_box_shape = new StaticCompoundShapeSettings;
- three_mesh_box_shape->AddShape(Vec3(-2.1f, 0, 0), Quat::sIdentity(), mesh_box_shape);
- three_mesh_box_shape->AddShape(Vec3(0, -1, 0), Quat::sIdentity(), mesh_box_shape);
- three_mesh_box_shape->AddShape(Vec3(2.1f, 0, 0), Quat::sIdentity(), mesh_box_shape);
- // Create a compound of 3 convex boxes
- Ref<StaticCompoundShapeSettings> three_box_shape = new StaticCompoundShapeSettings;
- three_box_shape->AddShape(Vec3(-2.1f, 0, 0), Quat::sIdentity(), box_shape);
- three_box_shape->AddShape(Vec3(0, -1.1f, 0), Quat::sIdentity(), box_shape);
- three_box_shape->AddShape(Vec3(2.1f, 0, 0), Quat::sIdentity(), box_shape);
- // A set of 3 mesh boxes to rest on
- Body &three_mesh_box = *mBodyInterface->CreateBody(BodyCreationSettings(three_mesh_box_shape, RVec3(0, 1, 0), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(three_mesh_box.GetID(), EActivation::DontActivate);
- // A set of 3 boxes that are dynamic where the middle one penetrates more than the other two
- BodyCreationSettings box_settings(three_box_shape, RVec3(0, 2.95f, 0), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- box_settings.mAllowSleeping = false;
- Body &box = *mBodyInterface->CreateBody(box_settings);
- mBodyInterface->AddBody(box.GetID(), EActivation::Activate);
- }
- {
- // Create a compound of 2 mesh boxes
- Ref<StaticCompoundShapeSettings> two_mesh_box_shape = new StaticCompoundShapeSettings;
- two_mesh_box_shape->AddShape(Vec3(-2.1f, 0, 0), Quat::sIdentity(), mesh_box_shape);
- two_mesh_box_shape->AddShape(Vec3(0, -1, 0), Quat::sIdentity(), mesh_box_shape);
- // Create a compound of 2 convex boxes
- Ref<StaticCompoundShapeSettings> two_box_shape = new StaticCompoundShapeSettings;
- two_box_shape->AddShape(Vec3(-2.1f, 0, 0), Quat::sIdentity(), box_shape);
- two_box_shape->AddShape(Vec3(0, -1, 0), Quat::sIdentity(), box_shape);
- // A set of 2 mesh boxes to rest on
- Body &two_mesh_box = *mBodyInterface->CreateBody(BodyCreationSettings(two_mesh_box_shape, RVec3(0, 1, 4), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(two_mesh_box.GetID(), EActivation::DontActivate);
- // A set of 2 boxes that are dynamic, one is lower than the other
- BodyCreationSettings box_settings(two_box_shape, RVec3(0, 4, 4), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- box_settings.mAllowSleeping = false;
- Body &box = *mBodyInterface->CreateBody(box_settings);
- mBodyInterface->AddBody(box.GetID(), EActivation::Activate);
- }
- {
- // Create a compound of 2 meshes under small angle, small enough to combine the manifolds.
- Ref<StaticCompoundShapeSettings> two_mesh_shape = new StaticCompoundShapeSettings;
- two_mesh_shape->AddShape(Vec3(1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), DegreesToRadians(2)), mesh_shape);
- two_mesh_shape->AddShape(Vec3(-1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), DegreesToRadians(-2)), mesh_shape);
- // A set of 2 meshes to rest on
- Body &two_mesh_box = *mBodyInterface->CreateBody(BodyCreationSettings(two_mesh_shape, RVec3(0, 1, -4), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(two_mesh_box.GetID(), EActivation::DontActivate);
- // A box that is dynamic, resting on the slightly sloped surface. The surface normals are close enough so that the manifold should be merged.
- BodyCreationSettings box_settings(box_shape, RVec3(0, 4, -4), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- box_settings.mAllowSleeping = false;
- Body &box = *mBodyInterface->CreateBody(box_settings);
- mBodyInterface->AddBody(box.GetID(), EActivation::Activate);
- }
- {
- // Create a compound of 2 meshes under small angle, but bigger than the limit to combine the manifolds.
- Ref<StaticCompoundShapeSettings> two_mesh_shape = new StaticCompoundShapeSettings();
- two_mesh_shape->AddShape(Vec3(1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), DegreesToRadians(3)), mesh_shape);
- two_mesh_shape->AddShape(Vec3(-1, 0, 0), Quat::sRotation(Vec3::sAxisZ(), DegreesToRadians(-3)), mesh_shape);
- // A set of 2 meshes to rest on
- Body &two_mesh_box = *mBodyInterface->CreateBody(BodyCreationSettings(two_mesh_shape, RVec3(0, 1, -8), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING));
- mBodyInterface->AddBody(two_mesh_box.GetID(), EActivation::DontActivate);
- // A box that is dynamic, resting on the slightly sloped surface. The surface normals are not close enough so that the manifold should be merged.
- BodyCreationSettings box_settings(box_shape, RVec3(0, 4, -8), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
- box_settings.mAllowSleeping = false;
- Body &box = *mBodyInterface->CreateBody(box_settings);
- mBodyInterface->AddBody(box.GetID(), EActivation::Activate);
- }
- }
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